How does one create a sprite that is solid to the player sprite, but does not BOUNCE the player sprite? I have tried all the combinations I can think of, and none have worked. I simply want the player to stop at the SOLID SPRITE, and still be able to move normally thereafter. Please tell me this can be done without scripting. Thank you for your time.
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Using the basic checkboxes in Collision Definitions, how do you cause the player sprite to simply stop at, and not move or be moved by, the other sprite in the collision?
Hey Ben, a comprehensive list or chart of all the combinations and uses of these checkboxes would be awesome. Some of the effects are not intuitive AT ALL. I have been working with the Dev Kit for about three months, and have completed a game project for the Guildhall, but still, can not make a damn player sprite JUST STOP at another sprite. lol. My game comprises over 120 collision defs, oogles of special functions (150+), 70 ish inventory items/units, and still I know not this simple thing. I am the lead game designer for D.R.O.P., but not the D.R.O.P version with the car, for which you recieve so many inquiries. The level designer for that version branched off from our group to make his own game. I would like to send you my project soon. Though, it has officially been completed, it still needs some clean up. Even compressed, the EXE is 200MB. Yes, MB. More than half of that is unused sound, and graphic files, but tedious, laborious, and dangerous to start deleting. Once I get it minimized and finalized, I'll get it to you. Hope you enjoy it.
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I'm not sure that it can be done without scripting. All the special combinations are represented as buttons. There aren't any special checkbox combinations that have special meaning that aren't represented as a button.
Let me ask this, what are you trying to accomplish with a "solid" sprite that you don't think you can accomplish with a solid tile?
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How does one create a sprite that is solid to the player sprite, but does not BOUNCE the player sprite? I have tried all the combinations I can think of, and none have worked. I simply want the player to stop at the SOLID SPRITE, and still be able to move normally thereafter. Please tell me this can be done without scripting. Thank you for your time.
Using the basic checkboxes in Collision Definitions, how do you cause the player sprite to simply stop at, and not move or be moved by, the other sprite in the collision?
Hey Ben, a comprehensive list or chart of all the combinations and uses of these checkboxes would be awesome. Some of the effects are not intuitive AT ALL. I have been working with the Dev Kit for about three months, and have completed a game project for the Guildhall, but still, can not make a damn player sprite JUST STOP at another sprite. lol. My game comprises over 120 collision defs, oogles of special functions (150+), 70 ish inventory items/units, and still I know not this simple thing. I am the lead game designer for D.R.O.P., but not the D.R.O.P version with the car, for which you recieve so many inquiries. The level designer for that version branched off from our group to make his own game. I would like to send you my project soon. Though, it has officially been completed, it still needs some clean up. Even compressed, the EXE is 200MB. Yes, MB. More than half of that is unused sound, and graphic files, but tedious, laborious, and dangerous to start deleting. Once I get it minimized and finalized, I'll get it to you. Hope you enjoy it.
I'm not sure that it can be done without scripting. All the special combinations are represented as buttons. There aren't any special checkbox combinations that have special meaning that aren't represented as a button.
Let me ask this, what are you trying to accomplish with a "solid" sprite that you don't think you can accomplish with a solid tile?